Escolar Documentos
Profissional Documentos
Cultura Documentos
By Matt Fritz
Battle 1: The Greek navy hung back, trying to lure the Persians into the narrow channel. The Persians obliged
them, charging in with a dense concentration of ships that made maneuvering impossible. They were met at the
narrowest part of the channel by a brave advance guard of Greek Triremes. The Greeks bottlenecked the
Persians with effective ramming and boarding attacks. The frustrated Persians struggled to find a way to get
through the Greeks and deploy their full force. After many frustrating moments they broke through on the right
flank and poured through the opening. Finally able to deploy freely they turned the flank and attacked ferociously.
The Greeks put up the best defense they could, and held the line for a time, but were worn down by the larger
Persian fleet. The battle ended in a victory for the Persians.
The Fleets: Right now there aren't any cheap plastic trireme models available in a small enough scale for this
battle. Here are some paper ships you can print and use: Colored Ships, Black & White Ships. The black & white
ships can be reproduced on a copying machine (print opposing fleets on different colored paper) or given to the
kids to color. Ships should be mounted on 2" x 1" bases.
The Board: The Greeks lured the large Persian fleet into a narrow waterway. The Persians were unable to
comfortably deploy their entire fleet and this tipped the odds in favor of the Greeks. The coastline should be
clearly marked on the battlefield.
Deployment: The fleets should begin at least 12" inches apart as shown on the map.
25 Triremes 50 Triremes
Rules
Sequence of Play:
1. Persian Move
2. Ramming & Boarding
3. Greek Move
4. Ramming & Boarding
Ramming Table
Die Roll to Sink Enemy Ship
Attacking Ship
Side Ram Front/Rear Ram
Boarding: If two ships end the move in contact because of a failed ramming
attack, or regular movement that didn't meet the requirements for a ram attampt,
the crews of the ship will fight. Each player rolls one die. The player that rolls
higher wins the fight. Greek ships win ties. The crew of the losing ship is
eliminated. The losing ship should be marked as captured but it remains on the
board. Captured ships cannot move or fight. The winning ship can move normally
during it's next movement phase.
Optional - Hex Map: The rules could be easily adapted to be played on a hex
map. Hexes should be small, 3" or less. Ships would be required to face one of the sides of the hex. Change the
inches of movement to hexes - ships can move 6 hexes. A ship can turn one hex side (60-degrees) at a cost of 2
hexes of movement. A ship must enter the enemy's hex to ram, otherwise two ships cannot occupy the same hex.
Boarding and grappling is allowed against ships that are one hex away. Side rams are defined by the two hexes
on each side of the ship.
Resources